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GlobalExplorer
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Mon Jun 02, 2014 2:15 pm

What's the point of this. Forts are normally not in cities (except if specifically built there), so why create a feature that cannot work?

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GlobalExplorer
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Tue Jun 03, 2014 9:42 pm

Not that I come off as nitpicking again, it must be hard for you that you make such great games and people criticize smaller issues like this.
I just thought 99% of players will try this and fail, which can be frustrating if the player made plans relying on it (like I needed Fort Fisher as part of my Grand strategy). It is not a very logical restriction and could be better documented. I can live without it but most people will never see this thread, that's the problem.

khbynum
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Wed Jun 04, 2014 2:42 pm

I don't think it is a illogical restriction, but agree it could be better documented. The only two mines used in the Civil War were against elaborate field fortifications around cities, not against forts (though I admit the distinction is blurry). The mine at Vickburg was completed too late to use before the surrender, the one at Petersburg was exploded.

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GlobalExplorer
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Wed Jun 04, 2014 4:39 pm

Was that the famous the famous "Crater"?

khbynum
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Wed Jun 04, 2014 4:55 pm

Yes, the one at Petersburg was the famous Battle of the Crater. It might have worked if Burnside (actually, Meade) hadn't given in to political pressure and substituted worn-out white units for the fresh Black units that had trained specifically for the mission. But, who knows? The one at Vicksburg was set to detonate the day after Pemberton surrendered.

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GlobalExplorer
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Wed Jun 04, 2014 5:21 pm

There are interestings reports about landmines in WW1. Some are still there (that means people in France live next to tons of explosives!),
some have even been filmed:

[video=youtube;YPGrrnpzB_Y]http://www.youtube.com/watch?v=YPGrrnpzB_Y[/video]

On the other hand that's not so unusual, here in Berlin we also live with probably thousands of undetonated bombs. In 1993 I was within 1.5 km and heard an explosion when a 250kg bomb got off, two builders were actually killed.

khbynum
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Thu Jun 05, 2014 3:32 am

Rarely, people are still injured or killed in the USA by unexploded Civil War ordnance (link). It's nothing like the situation in Germany or France, though, or many other countries around the world.

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Captain_Orso
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Thu Jun 05, 2014 8:43 am

How ironic, just yesterday they found 2 250lb bombs in a wooded area here in Stuttgart.

Image

The retired owner of a small week-end cottage near where the bombs were found, who grew up nearby, said the location where they were found was not unknown. They seem to be from an airplane that crashed there during the war. In fact Hr. Wolfgang Oberdorfer still has part of the plane wreckage in use as a fence post :) .

Anyway, back to older and larger bombs ;) .

Didn't at least one "bomb" get detonated under the Vicksburg defenses? I seem to remember a story about some pool African-American who got propelled for some distance through the air by the detonation, but landed to the greatest extent unharmed --on the Union side of the trenches :w00t: , although he was dazed and had ringing in his ears for a while. After that he was obliged to tell every passer and all those who sought him out, the story of how he flew over the Vicksburg trenches to freedom :D .


Edit:almost forgot :blink:

What is called a "fort" in the game represents a number of historic things, and a lot of things that were called "forts" during the war were not very comparable.

Fort Monroe in Hampton, VA is in every since of the word what every person understands as a fort. Fort Fisher, on the other hand, looks like a bunch of man-made hills, like a garden landscaper's failed imagination; but it is in all intensive purposes still a fort.

We could debate whether pre-war forts should be eligible to be targeted by LandMine or not. Historically that is how they were used.

Personally, and I've been known to be pretty pedantic, I wouldn't worry about it so much. All that LandMine does is cause a single breach; it doesn't even cause any hits if it were successful.

khbynum
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Thu Jun 05, 2014 3:50 pm

Sir, your memory is as correct as mine is faulty. The Federals did in fact set off two mines at Vicksburg, each with about half the powder of the Petersburg mine. The Confederates also set off some small charges in countermines. They used mostly black laborers for these and the second Union mine did indeed blow one of them into Federal lines, alive and free. I apologize for the misinformation. My wet drive doesn't spin as fast as it once did.

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Pocus
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Tue Jun 17, 2014 1:19 pm

Land mines will now be able to target a fort even if there is no city in the region.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Gray Fox
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Tue Jun 17, 2014 3:19 pm

This is a reference to a region becoming Rich from development and then increasing in cash production. I have found no evidence that a region gains any production bonus from becoming Rich after acquiring a telegraph.
[ATTACH]28696[/ATTACH]

In the pic I show the region listing before (89 NM) and after (90 NM) becoming Rich. No change in any production stats. It's not displayed in the pic, but supply and ammo production also did not increase.
Attachments
Rich.jpg
I'm the 51st shade of gray. Eat, pray, Charge!

elxaime
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Tue Jun 17, 2014 9:15 pm

Pocus wrote:Land mines will now be able to target a fort even if there is no city in the region.


Is this a change coming with the final version of 1.04? I am finding in a 1.04RC4 PBEM that the Land Mine decision will not play for the North Carolina coastal forts under siege. Will final 1.04 fix this? Someone posted elsewhere 1.04 final and 1.04RC4 are identical.

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Ace
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Wed Jun 18, 2014 5:42 am

They were identical at the time I posted it. Pocus has decided to improve some things in the official version.

elxaime
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Wed Jun 18, 2014 8:22 am

Ace wrote:They were identical at the time I posted it. Pocus has decided to improve some things in the official version.


Great and thanks! Will the tooltips or documentation be more explanatory in the final release as to RDG? For example letting us know what cards are limited in number, refreshed rarely or are one-shot types?

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ArmChairGeneral
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Wed Jun 18, 2014 3:53 pm

Hey everyone, been gone a while and my game wasn't working (resolved) missed you all!

Now that I have 1.04RC working, I am noticing that the Defensive Works card is not increasing loyalty anymore. I have tried it under a number of conditions in numerous cities (and with multiple installations). Is this change intentional? The tooltip still lists +10% loyalty as the effect of the card.

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Gray Fox
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Wed Jun 18, 2014 4:04 pm

Welcome back!

Actually, I could never get the loyalty part to work.
I'm the 51st shade of gray. Eat, pray, Charge!

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ArmChairGeneral
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Wed Jun 18, 2014 4:57 pm

Fox,

It used to in 1.03, I used it all the time, it was the second most useful card (after outpost).

Telegraph doesn't seem to be WAD either. You should theoretically see a small improvement in supply production by going to Rich. You should get one more of the base supply for the terrain/weather combo. (Base supply x1 for Wild, x2 for Cleared, x3 for Civilized, etc.) In AJE the base supply is large, so going to rich is a big deal. In CW2 the base supply is small relative to structures, so would only gain like 5 supply per turn for Clear terrain by going to Rich. Still, I am not seeing even this amount coming in when using Telegraph. Sadly, I have consigned this card to the same bin that the Runner card resides in: the "No Earthly Way I Would Spend that Much for So Little Benefit" roundfile. As far as I can tell, the only thing the telegraph card does is increase the frontage of the region, which is bad if you are CSA (you are on defense, so you want small frontage) and unimportant as the Union (the big battles are probably going to happen in enemy regions). I think it may shave a day or two off the travel time for the imaginary wagon the supply engine uses, but this is rarely important.

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